A trip through the fantasy worlds I enjoy

*** Released 11/25/2013 ***

Fixes

Fixed an issue the Heart of Morian trophy not giving the Constitution trait

Fixed rivers in the FE scenario from Parottmath

Fixed an issue where Daxus the Slaver won't have weapons on a specific branch of that quest

Fixed an issue keeping the Spikes of Krax from being able to be trained until you learned leatherworking

Fixed an issue where wildland bosses would leave their wildland area and attack cities (causing the area to not be able to be defeated as well as destroying early empires)

Hang (game not responding) fixes

Crash fixes

Performance improvements

 

Balance

Iron Golems can be designed with the Brutal Nature trait

Added the Endurance II trait to the Warrior skill tree

Added the Endurance III trait to the Defender and Warrior skill trees

Added the Endurance IV trait to the Defender skill tree

Adjusted some combat ratings to be more fitting

Reduced the production cost of the Butcher, Storehouse and Tax Office

Reduced the attack bonus on the Armory Outpost upgrade to 25%

A Champion can only use 1 Healing Nectar per battle

A Champion can only use 1 Healing Potion per battle

A Champion can only use 1 Iru Elixir per battle

Reduced the hit points on Syndicate Thugs

Wilding Shamans now summon a small party of Wilding Riders

Burning Hands can now be cast if there are allies in the area of effect (allies aren’t damaged)

Added a 5 turn cooldown to the Demonic Ally ability

Heart of Fire gives the city a 5% unrest penalty

Summon Lightbringer’s blinding effect now correctly effects Dodge

Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute)

Caravans can’t be targeted by spells

Cost to rush decreased from 1.5 to 1.33

Techcost increase per tech reduced from 10% to 5%

Familiars will not get bonus levels if their summoner get bonus levels on his summons

 

UI

Added a bunch of improved spell descriptions

Added miss sounds to Arching Shield Bash, Bleed, Break, Channel Lightning, Cleave, Crushing Blow, Deadly Bite, Decimate, Double Strike, Eviscerate, Guarded Strike, Hobble, Hurl Boulder, Impale, Shield Bash, Singing Forge, Spit Acid, Stun, Sweep and Throwing Knife

Cycling through units with 'U' now skips units that are guarding

Fixed stationed unit entry so the eject button is on top of the damage display fill, so it can be clicked when a unit is damaged

World maps loaded from the Setup World screen now display the name tagged in Elemental.str by the name in their filename, rather than using the filename name directly (for translations)

 
AI

Unique monsters always get into the decision queue each turn (so they will try to wreck you)

Modified treaty values so that trading is more fair.

Peace treaties substantially cheaper for factions that are far away from each other.

Relations adjust more slowly than previous

New API: CalcRelationsFromRelationWeights is designed to let us, at a glance see what a given AI feels about another player.

Much more sophisticated relations evalauation (lots of stuff)

New DIplomacy relations evaluator implemented. Now modifiers also take into account the current relations and kick in only if that condition is met as well. (for example, if someone is far away from you, it won't just give you a +1 because they're far away. It'll only give you a +1 if their relations are starting to head towards warfare, the effect is that there's a lot more drifting to neutral rather than extremes)

A lot of new interactions with players to explain why they feel the way they do.

More interaction with the player about what the AI is doing about others.

Conquering a city now reduces the city population by 75% (was 50%)

New attitude modifiers:

We are not competing for territory: +1 (conditional if below neutral)

I don't really know you: -1 (conditional if above neutral)

What you are doing is really not my concern +1 (conditional if below neutral)

You are beyond my sphere of influence -2 (conditional if above neutral)

Same Allegience diplomatic bonus decreased by 1

Tribute treaty does does less bonus if relations are high, more bonus if relations are low

Jealous -1 (conditional: Must be proud, have a lower power rating, above neutral)

Why aren't you trading with me? -2 (conditional: Must be greedy)

AI is more likely to surrender.

Lowered the AI "Too early to surrender" threshold from 10 years of war (40 turns) to 3 years of war.


Comments (Page 1)
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on Nov 02, 2013

Caravans can’t be targeted by spells

Did we add an immune trait to these units?

on Nov 02, 2013

Will the AI ever be modified to use the outpost improvements?  I always feel like I am cheating when I use them because I have never seen the AI upgrade them.

on Nov 02, 2013

Fezziwig
Will the AI ever be modified to use the outpost improvements?  I always feel like I am cheating when I use them because I have never seen the AI upgrade them.

+1 please

on Nov 03, 2013

I just wanted to ask, whether the issues with the Dead faction are about to be adressed...only to find that you already mentioned that all of them will be fixed on monday

 

Thx Derek and enjoy rest of the weekend!

on Nov 03, 2013

Fezziwig

Will the AI ever be modified to use the outpost improvements?  I always feel like I am cheating when I use them because I have never seen the AI upgrade them.

I generally find that the AI has more upgrades on their outposts than me.....

Sweetness patch by the sound of it

on Nov 03, 2013

Could you please try to fix https://forums.elementalgame.com/449795/page/1/ this at last? 

on Nov 03, 2013

Will the issue with not being able to purchase/equip horses be fixed?

on Nov 03, 2013

jirkaesch

I just wanted to ask, whether the issues with the Dead faction are about to be adressed...only to find that you already mentioned that all of them will be fixed on monday

 

Thx Derek and enjoy rest of the weekend!

Where is the info about Dead faction fixes?

on Nov 03, 2013

N/A

on Nov 03, 2013

N/A

on Nov 03, 2013

Some wishlist fixes/changes:

  • Please fix AI units in tactical being able to stack units on the same tile.  The happens especially with ranged units who hit the edges of the tactical map.
  • The auto-defend HUD graphic is really wonky: it rarely accurately shows the units actual auto-defend state.  In some cases, two little shields are shown on one unit.  
  • When a strategic unit arrives at it's go-to point at the end of a turn (after hitting the turn button), if the unit still has action points remaining please interrupt the end-of-turn and let the human player give orders to the unit.

Thanks for continuing to support this game!

on Nov 03, 2013

Imho I have one more question.

 


Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute)

 

 

What is the point of the tribute treaty now?

I fully agree that it is not some kind of alliance, so the ability to kick them out is viable.

I tend to think of it more as a protectorate. I understand it is now not hard-set anymore to prevent "protectors" from DOWing on "protected", but we still might want to implement it in a soft way, i.e. by bonus to mutual relations as long as tribute is paid? Something like "+3 You pay as a ransom".

 

What do you think?

on Nov 03, 2013

Seriously, I'm impressed. I'll keep buying DLC as long as you keep making it. 

Holding off on the Dead DLC until it's fixed, though. 

on Nov 03, 2013

StillSingle


Quoting Fezziwig, reply 2
Will the AI ever be modified to use the outpost improvements?  I always feel like I am cheating when I use them because I have never seen the AI upgrade them.

I generally find that the AI has more upgrades on their outposts than me.....

Sweetness patch by the sound of it

Are you sure?  I, and many others on the boards, have reported that we have never seen the AI upgrade an outpost.  Weird.  Are you using mods?

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